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In the cosmos there is a place few are aware truly exists, a legend in many cultures and many planes. A world where lost things go and the desperate can find themselves as they reach their absolute last resort. Falling through a bottomless ocean, sacrificing your life for ultimate power, or even a last struggle against something much more sinister within you, any of these can bring you to this place. Regardless of which or even none of the above, those that arrive find a paradise beyond their wildest dreams, tempered by the world's own savagery. That being said, lately there have been a good deal more travellers who find themselves on this world, and most importantly ones who find themselves on the continent of Scolus, roughly near the recently established township of Gent. And that's where you come in. Travellers taken from many worlds and many situations with one thing in common: Your world had suffered a calamity recently, or was suffering it during your abduction. Now mechanically, the big gimmick for this game is that it's a Dungeon World game where the core playbooks aren't allowed. Instead I'll be using the Inverse World playbooks as a sort of core with the following third party books approved for use: Jacob Randolph's Mages (all of them really except the base), Dashing Hero, Medic, Witch, and Priest Funhaver's Warlock, Initiate, Namer, Shaman, and Assassin Stuff from Number Appearing The Psion gimpinblack's Gladiator The Brute Grim World's Skirmisher If you want another third party book you think I haven't seen that fits, I might consider it for the game. I'm a flexible guy, mostly. Also, completely ignore race and just make up whatever honestly, I don't really have a problem with reskinned race moves and Inverse World doesn't really -have- any, Alignment moves are the equivalent of Drive moves though. Your characters have been in the town for a good year or so and have been recently hired to sort of blaze a trail in this mostly unexplored continent, I mean hell it pays well. The continent itself boasts some...interesting features. Unlike what you might think the actual nature of the terrain is extremely inconsistent with forests giving way to deserts composed of once-molten glass or ruins barely floating in massive lakes of mud. Ontop of that from what little recon has been done, the continent is floating and surrounded by eight separate massive spires, curved upward and oddly organic. Because it's an inverted giant loving octopus with a continent growing ontop of it of course. Foliage seems to dangle underneath the edge of the valley that the continent rests in and a jungle seems to have sprouted up on the 'upper' side of the octopus. Influences you want to keep in mind for this: Dungeon Fighter Online, Valdis Story, Secret of Mana, Zelda, a little bit of Double Dragon Neon, Sacred (,) Torchlight, and Bastion. If you have no idea how some of these fit, don't worry about it. I'm crazy as poo poo and they probably won't matter for your apps anyway. I'll be taking 7 players (not 49, I promise.) Oh yeah, and don't be afraid to get weird with tech. If you want guns or magitech it's perfectly legit. If you have any questions besides asking me in the thread here or PMing me you can find me in #persona, #redhandofdoom, and #badwrongfun on irc.synirc.net (IRC.) Due to my concept really it's extremely hard to find a good image. So, have this instead: Things about load you want to know: Things PixelScum fucked around with this message at 18:47 on Jul 1, 2014 |
# ? Jun 29, 2014 00:05 |
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# ? Apr 25, 2024 23:32 |
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Arcturus The last thing Arcturus remembers is the demons - a vast horde of darkness washing over him, snuffing out his light. He awoke in a cool, dark forest, a single ray of sunlight interrupting his sleep. He did a quick once-over to make sure he was alright and to make sure he still had all of his possessions. Armor, check; staff, check; LANTERN OF TRUTH AND JUSTICE, check. Now if only he could remember what all of it meant. The LANTERN was clearly an artifact of great importance, but where did he get it? Why is he so well-equipped to fight just to go out for a casual stroll through the woods? Clearly there is a GREAT DARKNESS in these woods, and he is an arbiter of TRUTH AND JUSTICE! Yes, that must be it! There's no time to waste! Evil awaits! pre:Arcturus Level 1 Lantern Glowing eyes, styled hair, practical tunic, tattooed skin STR 13 (+1) DEX 09 (+0) CON 12 (+0) INT 15 (+1) WIS 08 (-1) CHA 16 (+2) Damage d6 Armor 0 HP 16/16 Drive: Enemy of Darkness Take steps to destroy a place or creature of the shadows Source: Stolen Property Your little light is able to lift anything up to 1-weight, and will frequently pick things up just to move them around. Your Little Light (Monty) You carry a piece of the great god Sola with you at all times. This glowing ball of light will generally float about wherever it wants, although it sticks around you and rests in a lantern you carry. It will usually obey your commands, but it is quite fickle and may require some convincing. Your little light cannot speak, but it can communicate to you by changing colors and point things out using beams of light. It will always provide light for you. Your little light cannot physically touch anything, and it cannot be harmed in any way. Light Weaponry When you command your little light to change its form, choose a form from below and it will take on that form until it thinks you need another one more. When you roll a 6- while your little light is in one of these forms, it reverts back to its harmless form and refuses to change back for a short while. • Arrows of Light: Near, Mystical, Piercing 2. When you would spend Ammo with this weapon, instead reduce the Piercing value by 1 until the next time you Make Camp. • Shield of Light: Armor +1. You can lend this armor bonus to anyone within Reach. Bend Light (CHA) When you convince natural lights to bend to your will, choose one and roll +CHA. On a 10+, the chosen effect works perfectly. On a 7-9, it works, but the light is fickle and the effect will not last long - you'll need to hurry to take advantage of it. On a 6-, the light is sick of being bossed around - the GM chooses one from the list and uses it against you! • You command the light to attack - temporarily blind or stun a group within Near range • You calm the light until it stays still - create a wall of light that blocks off one passageway • You praise the light until it draws close - fill an area with light • You terrify the light until it flees - shroud an area in darkness Reveal the Way (CHA) When you show a non-hostile NPC their best course of action, roll +CHA. On a 10+, they will take that course of action, although they will take it in the way that benefits them most. On a 7-9, they aren't sure it's something they want to do, but you have their ear now - you gain leverage over them. When another player comes to you seeking advice, tell them what you think is their best course of action. If they act on your advice, they take +1 forward. At the end of the session, if at least one player who acted on your advice actually benefitted from it in the end, you mark XP. Gear (3/19) Dungeon rations (5 uses, 1 weight) Lantern (1 weight) Hooked quarterstaff (close, two hands, 1 weight) One healing potion New Tag: Mystical When you Hack & Slash or Volley with a weapon with this tag, roll +INT instead of +STR or +DEX. Bonds I must show the truths of the world to The Nameless. I don't think Pyotr is as fond of the light as I am. Svetlanka knows the secret I Hashtag Yoloswag fucked around with this message at 21:58 on Jul 11, 2014 |
# ? Jun 29, 2014 00:07 |
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As far as anyone can remember, the old junkyard had always been there on the edge of town, lying in wait for some curious and clumsy kid to trip and banged up; nothing truly interesting ever really came out of there. Well, nothing except the Golem. At first the townsfolk started hearing noises from the yard; grinding and scraping, and odd groans to boot. Surely it was just the scrap settling, so nobody paid it any mind. Then there were reports of odd lights at night moving amongst the piles. Everyone hoped that whatever was in there would just move along. It's not like anyone needed to go in to look, right? Well, it did move along alright, just not in the way anyone expected. It was early morning - two weeks after the first night sounds started - that people on the road to the junkyard were rudely awakened. Anyone looking out their window into the fog saw - and felt - the hulking figure's passing. It moved straight to the center of town. By the time everyone had gathered up in the town square, the golem was standing motionless near the fountain, a tattered flag of some kind clutched in its hands; the only sounds were the running water and an occasional grinding *kchunk* from within the metal man's body. Then it spoke. ".:Where is the captain? What is this place?:." ----------------- Over the next couple of months, things grew more comfortable. After the initial shock and panic at the golem's appearance, people started asking questions. It soon became apparent that the poor thing was lost and most likely forgotten, after being separated from some military unit. It was clear enough that it wasn't built for weaving baskets, after all. The golem, who could not remember its own name, mostly stayed in the junkyard. Occasionally it walked through town, semi-silently observing life around it. Most recently, some of the braver residents have been able to solicit its help. Heavy lifting jobs, mostly, but it was clear that the golem appreciated the work. Of course, such simple arrangements don't always last forever, and trouble is bound to come around sooner or later... pre:Playbook: The Golem Source: http://www.conceptart.org/forums/showthread.php/182700-Chow-191-Junkyard-Golem/ Name: *construction sounds* Look: Single Eye (Alternates between right and left, whenever they’re working.), Bulky Body, Falling apart, Armored. An 11-foot tall bipedal construct, rusted with age. It was clearly built for battle, as the remaining armor plating makes plainly obvious. Now there are patchy holes in its skin, showing joints, cables, and other assorted glowing bits. Its hands look like they could pop a man's head like an overripe melon. Stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1) Str 16 (+2) Dex 8 (-1) Con 13 (+1) Int 12 (+0) Wis 15 (+1) Cha 9 (+0) HP: 23/23 Armor: 2 Damage: d8 Drive: Quest for Identity - Where did my commanding officers go? Where did I come from? And what am I going to do now that I'm all alone? Composition: Solid You are made of something solid, like iron, stone, or crystal. Your body is incredibly difficult to harm, giving you Armor 2. Force stat: +STR Gear: Your Load is 7 + STR = 22 You start with almost nothing. A personal keepsake you hold dear (0 weight) - A tattered battle standard. Partly visible through the grime is an image of a tower on a field of vertical blue and white stripes (well, they used to be). It is large enough to wear as a sash or small cape. Bonds: Fill in the name of one of your companions in at least one: Arcturus helped make me who I am today. I care deeply about Karash. Green Intern fucked around with this message at 13:01 on Jul 21, 2014 |
# ? Jun 29, 2014 00:13 |
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Avadin Arteka, the Timekeeper I lost this post several times, so the backstory is sadly unfinished. Scrambling to get something presentable here before the deadline. Summary, she's a time mage of unknown origin or species (to other people, she presumably knows full well what she is) who primarily spends eternity chronicling history. And sometimes helping make it, because being a bystander all the time is boring. The catastrophe she arrived in was the destruction of a world, the event being what she was there to observe in the first place. Class: Clock Mage Look: Covered Eyes, Ticking Heartbeat, Narrow Body, Mummified Wraps Level: 1 HP: 16/16 Damage: d6 Armor: 1 STR: 9 (0) DEX: 13 (+1) CON: 12 (0) INT: 16 (+2) WIS: 15 (+1) CHA: 8 (-1) Drive: To Chronicle History - Go out of your way to find or witness something historic Flow of Time: Stopped Clock - Your body is frozen in time, unable to age or truly change at all. You can never suffer a permanent injury, such as a lost limb or broken bone, and your debilities heal after only a short rest. Gear: (Load 3/16) Dungeon rations (5 uses, 1 weight) Clockwork armor (1 armor, 1 weight) A clockwork bird, which can spy on things for you. It is 1-weight. When you send it somewhere, it will report back when you next Make Camp, telling you everything it saw in the place you sent it. Moves: Tick Tock: Adjusting the flow of time is like a fine balancing act - with every skip forward, you need a rewind, and with every slow down, you need to speed up. You begin the game with one Tick and one Tock held. When you spend Tock, gain an equal amount of Tick. When you spend Tick, gain an equal amount of Tock. When you take a short rest, you may reset your Tick and Tock to 1 each. You can spend 1-Tick to do one of the following: • Fast Forward: When you or an ally are waiting for something to happen, it happens immediately. • Time Skip: Move yourself anywhere you could get to by mundane means within Near range. You get there in an instant. You can spend 1-Tock to do one of the following: • Rewind: Pull back time a moment to take back a single thing you did or said. This doesn't let you re-roll if you go back to before you made a move - if you change what you did, apply the old roll to the new action. Give Me A Moment When you slow time to a crawl to give yourself a moment to react, spend 1-Tock and hold 2. You can spend 1-hold to do one of the following: • You walk around - move somewhere within Reach of you. • You notice something you can use to your advantage. • Roll +INT to Defy Danger instead of what the GM tells you to roll. Eternal Witness When you return to somewhere you’ve visited before (your call), tell the GM how long it's been since you were last here - decades, centuries, or eons. Tell us what it was like way back when, and the GM will tell you one thing that hasn't changed. Perfect Timing When you want to arrive somewhere at a certain time, you are always exactly on time. When you Aid Another at just the right moment, you may roll +INT instead of +Bonds. Bonds: I know all about ___________ 's past. ___________ will play an important roll in future events. I have trouble understanding ___________ . Roland Jones fucked around with this message at 06:49 on Jul 14, 2014 |
# ? Jun 29, 2014 00:29 |
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I'll throw down something.
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# ? Jun 29, 2014 00:30 |
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Is a Prince/ss an acceptable playbook? I've got an idea but want to get the go ahead first.
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# ? Jun 29, 2014 01:56 |
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Ok, PixelScum, I have a cool concept pretty much already written for a Priest. Her Holy Symbol/Weapon is basically a bulky iron Hellboy-style Gauntlet through which she channels Healing, Inspiration, and Punching. The rub is that she and her deity are pretty OG D&D style in backstory, so I guess I'm running the idea past you to see if you dig it before I officially app?
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# ? Jun 29, 2014 02:15 |
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Mr. Maltose posted:Is a Prince/ss an acceptable playbook? I've got an idea but want to get the go ahead first. IIRC Prince/ss is a pretty social-heavy playbook and I'm not sure it'd work for the game since there's going to be a lot of time spent outside of the main town. Error 404 posted:Ok, PixelScum, Good news, giant gauntlet works.
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# ? Jun 29, 2014 02:41 |
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How much backstory do you want?pre:Aquila the Gladiator brilliant eyes shorn hair muscular body themed costume Drive The Applause: Risk unnecessary harm to impress a crowd with your prowess. Origin The Streets: When you go among your fans after a great victory, it counts as the Carouse move with a 10+ result. Stats Str 15/+1 Dex 12/+0 Con 13/+1 Int 08/-1 Wis 09/+0 Cha 16/+2 --- Arm 3 Dam D8 --- HP 23/23 Load 11/27 Bonds TBD Gear Hawk Armour (2 armour, clumsy, 3 weight) Peregrine Spear (reach, 2-piercing, messy, 3 weight) Falcon Blade (close, messy, 1 weight) Talons (hand, +1 armour, messy, 2 weight) Dagger Gaze (near, 2-piercing, 2 weight; 3 ammo) Healing Potions (3 uses, 0 weight) Moves Arsenal Years of fighting unpredictable foes in the arena have taught you to be prepared for just about anything. In addition to whatever primary weapons you carry, you’re loaded down with lethal oddments: bone darts, obsidian knives, razor-edged gloves, whatever. Your arsenal is abstract, disposable, not really a “thing.” When you go into battle fully equipped, you have 2-arsenal. You can have a maximum of 3-arsenal at any time. Choose a look for your arsenal: Themed Right Tool for the Job At any time you can spend your arsenal, one-for-one, on the following effects. • Add a weapon tag from the list or any range tag to your weapon for one move. (The Range tags are: Hand, Close, Reach, Near, Far.) • Reroll a damage die, taking the higher result. He's Not Using It Anymore When you defeat an armed enemy, gain 1-arsenal. Are You Not Entertained? When you grandstand for the benefit of anyone watching, roll+Cha. On a 10+, take +1 ongoing until you roll a 6- on a move or your audience leaves. On a 7-9, take +1 forward instead. Tollymain fucked around with this message at 19:04 on Jul 1, 2014 |
# ? Jun 29, 2014 02:52 |
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the reason it's called the peregrine spear is because she can jump good and has a habit of doing a dragoon impersonation with it
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# ? Jun 29, 2014 02:53 |
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PixelScum posted:Good news, giant gauntlet works. Svetlanka DuBrovna, Itinerant Battle-Cleric of the Militant Order of Torthanc. (often just called the Order) DEITY: TORTHANC Sigil of Torthanc (pictured)
Far away from the bigger settlements, The Militant Order of Torthanc sends its missionaries out to spread the good word and do good works. The symbols by which they are most recognized, the red-trimmed white raiment they wear, and the bulky iron gauntlet that their most devout wear on their right arms in imitation of the Lord of Just and Lawful War's Sigil. Svetlanka is one such disciple, trained since childhood to heed Torthanc's wisdom and teachings, she was accepted at a remarkably young age for the Induction of the Hand, where she sacrificed her right pinky finger to have her Gauntlet permanently strapped, riveted and slightly welded to her arm, from fingers to elbow, a permanent signal to all of her faithfulness. She is currently on her walkabout : the period of time when a young cleric wanders to see the world and learn of it while doing good works, healing the sick, and rooting out evil and injustice, before settling down or founding a new Order outpost. Look: Thin blonde woman, human, wearing regular traveling clothes under a white tabard trimmed in red (the colors of the Order) which is a bit dingy and dusty from constant travel. On her right arm is the symbol of Torthanc, a heavy iron gauntlet, covered in swirling holy runes, that engulfs the young woman's slim arm from hand to elbow. In her left hand, she holds a sturdy metal-shod walking staff. It clicks pleasantly on the flagstones, keeping time as she walks. Personality: In opposition to the often intimidating mien of other Order Disciples, Svetlanka ("My friends call me Anka!") Is bubbly and outgoing, perhaps even a little naive. She tries to find the silver lining in every situation. It should be noted that her bright demeanor is just that, in the face of evil or in defense of the innocent, she has a will forged of iron like her Gauntlet. Her Fateful Sojourn to Scolus While attending to her walkabout and vows, Svetlanka's home...er...world was beset from every direction with hordes upon hordes of ravening undead, coordinated under the mystic control of demonic generals. Armies clashed with the hordes, The Order stopped the gaps in military formations, and healed the wounded, and clawed and bit for any hold against the overwhelming tide of undeath. Their last stand, the last stronghold of the Order, and humankind on that world, was the ancient cliff side fortress of Chelbaynsk, for 78 days and nights, they held. Never a moment's rest to be had as they fought a final hopeless battle. One of the few non-Order refugees remaining had made some claim to be a Wizard of some kind. He worked an ancient and powerful ritual, to summon the sun to us all, he said. It sounded blasphemous, but desperate times...y'know? As the ritual was completed, a light so pure and piercing it burned away all imperfection, spread from Chelbaynsk to consume the entire world. Svetlanka, injured, bloody, and exhausted beyond all measure, embraced oblivion. Quite the surprise then, when she woke up some time later, in some strange new land. With ships sailing through the sky, and people dancing on the currents in the air. After much prayer and reflection, She realises her new lease on life is an opportunity to bring the light of Torthanc to a new world, to re-found the Order. For the last year, she has wandered enthusiastically as an itinierant cleric, healing and protecting the innocent in Torthanc's name. She finds herself entering Gent as just the latest in a long line of small villages and beleaguered townsfolk she's seen this year. quote:Level: 1 Priest KNEEL BEFORE TORTHANC! Error 404 fucked around with this message at 02:23 on Aug 2, 2014 |
# ? Jun 29, 2014 03:15 |
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PixelScum posted:IIRC Prince/ss is a pretty social-heavy playbook and I'm not sure it'd work for the game since there's going to be a lot of time spent outside of the main town. Alright, that's a pretty good point. How about a Brute? If not I'll probably just throw a Witch together.
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# ? Jun 29, 2014 04:05 |
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Mr. Maltose posted:Alright, that's a pretty good point. How about a Brute? If not I'll probably just throw a Witch together. Oh crap, totally forgot about the Brute haha, yeah go ahead.
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# ? Jun 29, 2014 04:38 |
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Sagacious Leung, Apostate of The Temple Ephemeral The world is dying. Leung has known this for as long as she can remember. She knew this when she was only a crecheling crying in her nest. She knew this when she first entered the Temple Ephemeral, ready to align her self with the higher planes. She knew this when she struck down her master, proving once and for all that one cannot ascend so high that they cannot fall. She knew this when she walked down all of the world's paths, slipping past every hunter that tried to capture her. She knew this when her old school brother Ghost-Eyed Zhang finally cornered her, casting her into the Worldhole. And when she first climbed out of the other side and saw dawn break over Scolus, she knew that this new world was dying just as fast as the last. Sagacious Leung is adapting to life in this strange new world rather well, all told. It is different, of course, but it has the same heart. A wanderer can still earn their daily bread. A scholar can still see the truth of all matters. A gunslinger can still find all the bullets they need. As long as those three facts are still true, the only thing Leung will need is more paths to walk. And in a land such as this, she will find more of those than she will ever see in this lifetime. quote:Sagacious Leung, Initiate 1 Lurks With Wolves fucked around with this message at 21:18 on Jul 14, 2014 |
# ? Jun 29, 2014 06:16 |
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Elspet Celje, Insatiable Gravity Apostate When the average peasant or sage what comes to mind when the words brute, titan, juggernaut, or hulk are spoken they tend towards vast walls of beef rippling with muscle and about as thick as a rock. The kind of creature that breaks without a care, propelled by base instinct and thuggish cruelty. They would certainly never consider the elf, short and stick-thin and intense. That is, until that elf drives them through a couple of load bearing columns and a tree. After that not much ever comes to mind again. In fairness, most right thinking people would never even consider anyone tattooing themselves with the 99 Gravity Soul Poisoning Mantras. But Elspet did, because unlike other right thinkers Elspet was nowhere near as wealthy as she wanted to be and had no qualms fixing that in a very, very direct manner. Partially severed from the bounds of weight, Elspet lifts boulders like feathers while the unfortunate soul on the other side of her fists find them far heavier than expected. Of course, poisoning the soul of gravity was a touch more literal than Elspet was lead to believe, and she found herself in this new land after the world's down became up. In the last year Elspet had been satisfied to find that basic economic principles hold the same even when upside down and her nest egg was beginning to grow again. But that egg could always grow faster. Going out into the wilderness and throwing things into other things is pretty good work if you can swing it. Elspeth can swing that all day long. quote:Elspet Celje Mr. Maltose fucked around with this message at 05:06 on Jul 6, 2014 |
# ? Jun 29, 2014 06:44 |
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Registering interest. No idea what I want to play yet. I'll take a look and see what tales my fancy. Edit: Made a Mechanic. Xand The war had been long. Long and pointless. They had been fighting a god! No one but their leaders thought they had a chance. Xand was just one of many enlisted into the final assault. He was given a basic combat suit and was pointed at the world destroying deity. Unlike the others, Xand had trained as a mechanic, as such he modified his suit. It gave him just enough power to survive to the final moments. When the god had torn a hole in the void and the world and everything else ceased to exist. Xand had found himself alive in some jungle somewhere. He'd spent weeks just moving from island to island. Looking for any signs of civilisation. By the time he found a town Xand had already come to accept that this must be some form of punishment placed upon him. Now he throws himself at whatever opportunity presents itself to challenge the Inverse world, and spit in the face of God. quote:The Mechanic Arashiofordo3 fucked around with this message at 22:26 on Jun 29, 2014 |
# ? Jun 29, 2014 08:45 |
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"The Stormcrow," Pyotr Marin Look: Burning eyes, savage hair, toned body, tattered clothing The Stormcrow is not a man welcome in many places. It isn't that he's violent - though there are always stories. My uncle's friend knows a man who saw the Stormcrow slaughter an entire crew. But the real story - the reason that no one ever remembers that he has a name - is that the Stormcrow is just bad luck. And, to be sure, he does seem to attract danger. After all, the stormcrows are bad luck. What most don't remember any more is the real reason that the stormcrows are so feared. They're terrible predators, of course, easily able to hunt and kill a person, but they prefer larger, more filling prey. The real reason that stormcrows are bad luck is because some of them aren't animals. A long time ago, a man and a woman made a pact with the First Storm. From them and those that joined them rose the Blackwing Pirates, once the most terrifying scourge of the sky. They hid, transformed, among the stormcrows, and so it was bad luck to see one. That was before they all died, of course. The Blackwings have been dead for twenty years now, destroyed in a vicious, deadly fire that consumed not only their ship-village but took the lives of every one of them - man, woman and child. Even those away from the "nest" that night died, burned by apparently coincidental fires. Every one of them except one. Pyotr Marin, the last of the Blackwing Pirates - the last of the true Stormcrows. Twenty years ago, Pyotr Marin saw his mother and father burn. What came out of that fire was the Stormcrow. Now, he travels constantly, seeking something even he cannot truly give words to. He is no pirate - he never got raised to join the raiding parties, and when he does remember his family, it is peaceful times he recalls. Usually in the night - and usually just before they burn to death once more. Whatever it is he looks for, though, it keeps Pyotr going - even cheerful, sometimes. There is something out there. And perhaps if he can look death in the eye and laugh long enough, he can find it. When he does, he'll know what he needed. The problem, of course, is that this means running headlong into danger. Between that and turning into a giant predator...well, stormcrows are bad luck. pre:Level 1 Lycanthrope Survivor Str 15 (+1) Dex 09 (+0) Con 16 (+2) Int 12 (+0) Wis 13 (+1) Cha 08 (-1) Damage d10 Armor 2 HP: 26/26 Drive: To Stare Death in the Face Willingly face impossible odds for the thrill of it. Aspect: God Choose an extra Eternal Mark. Animal Form: Stormcrow Banes: Close to fire, fear, great storms When affected by a bane, you must immediately change into your animal form and stay in it until the bane no longer affects you. [Tell: Prominent black feather birthmark on the back. Eternal Mark
________ knows what I've been through better than most. ________ does not know true suffering like I do. I saved ______ from a great cataclysm. I will keep ______ safe from the horrors of the world. Mark of the First Storm Mors Rattus fucked around with this message at 23:26 on Jul 2, 2014 |
# ? Jun 30, 2014 16:16 |
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It's been brought to my attention that I missed out on my gear. Edited that into my sheet.
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# ? Jun 30, 2014 16:28 |
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How do you feel about the Tolkien classes (Elf, Dwarf, and Halfling)? I might want to do an Elf.
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# ? Jun 30, 2014 22:30 |
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Spincut posted:How do you feel about the Tolkien classes (Elf, Dwarf, and Halfling)? I might want to do an Elf. Honestly it wouldn't really work too well, this is a little odder of a game than the norm.
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# ? Jul 1, 2014 00:12 |
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PixelScum posted:Honestly it wouldn't really work too well, this is a little odder of a game than the norm. Okay! I'll think on it some more then.
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# ? Jul 1, 2014 00:32 |
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Karash, Last Of The Lost and Home Their world was ending. Warnings long ignored, lead to destiny taking its course. A world choked on air that was now more poison than breath, starved as food became more acid than sustenance. There was no hope left. No turning back the clock. In a sealed tower, the last of the living gathered for their last rites. They prepared to cast a stone into the great ocean of blackness (for it had been so long since anyone had seen the stars...) The Stone contained flora, fauna, and most importantly, the very last of them... the last 10 children to be born. The very last. There had been no testing. There had been no time. It was the final, desperate gamble. And as the tower unsealed to let it loose into the sky the Lost People plunged their knives into their own chests, knowing that there was nothing left. The Stone flew on into the void. Then one day, Karash emerged from his learning creche. He was the child chosen to lead the Last. And so, he had to make the decision to land. He chose to try. He failed. Sealed into his protect pilot's suit, he watched in agony as he was ejected from the plummeting wreck. No testing. No time. The others all burned. Probably. He never found the crash site, somehow. That's what he clings to, in dark nights. Perhaps he didn't find it. Perhaps he didn't look. These days, he wanders. Anywhere his suit can make things better, he does. It's penance. It's a vigil. It's the Last he has. pre:Mad Eyes, Jumpsuit, Burnt Skin, Lanky Body STR: +0 (9) DEX: +1 (13) CON: +1 (15) INT: +2 (17) WIS: +0 (11) CHA: -1 (8) Drive: Saving the Day Dive into danger to protect someone or something important. Home When you wear your Mechanical Suit, you have 1 Armor, and can use the suit as a weapon with a range of Close. When you Hack & Slash in your suit, roll +INT instead of +STR. Full Arsenal: Close. When you attack with this weapon, choose a tag to add to it: Hand, Reach, +1 damage, Forceful, Messy, or Stun. Jumper: Jump incredible heights, and take no damage from controlled falls. Shields: When you Defend in your suit, gain 1 additional hold, even on a 6-. Hold Together When you would take damage while you are in your suit, you may negate that damage by marking Stress on your suit. When your suit takes Stress, mark one of the following: Damaged: Your Movement Methods are disabled. The suit can still walk normally. Disabled: Your Advanced Systems are disabled. Their bonuses do not apply. Disarmed: Your Primary Weapons are disabled. The suit itself can still be used as a Close weapon. When you Make Camp, you may unmark one stress to your suit. When every box is marked, your suit is completely destroyed, and it will take a week to rebuild. Let Me See That When you take a few moments to handle or examine something interesting, ask the GM two of the following questions. The GM must answer truthfully. What does this do? Who made this? What’s wrong with this, and how might I fix it? What has been done most recently with this, or to this? Engineering and Mechanics Your suit is loaded with redundant systems, and it can take a beating. Add this mark to the Hold Together move: Dinged: You take no penalty for marking this. Load: 19 You start with dungeon rations (5 uses, 1 weight), your mechanical suit (8 weight, 0 weight while worn), a repair kit (6 uses, slow, 1 weight), and a wrench (hand, 1 weight). Bag of books (5 uses, 2 weight) Bandages (3 uses, slow, 0 weight) K Prime fucked around with this message at 00:11 on Jul 3, 2014 |
# ? Jul 1, 2014 02:42 |
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For the record as far as Load goes, I go by the number + Strength score, not mod since it actually works a lot more reasonably (this makes sense because otherwise you have playbooks which start with more gear than they can carry just outright, and not even heavy stuff.)
PixelScum fucked around with this message at 22:51 on Jul 2, 2014 |
# ? Jul 1, 2014 18:40 |
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Alexander, Summoner of Justice Alexander found his way here to this strange land, by following the cries of what he thought was a hurt child trapped in a cave. He walked and walked through the darkness, letting his spirit ally light the way for him. eventually, the cave sloped upward, and he found himself in this strange land. Finally, this was the adventure of a lifetime, he'd always been looking for. Alex was always a clumsy boy growing up, retreating into stories of heroes and monsters when he was stricken by his breathing affliction. However, all that changed the day he made his pact with Codeine. Now he had the ability to be like the heroes he'd always read about, but most of the townsfolk weren't having it, as the local guard was incredibly competent. His overeagerness to please tended to irritate people, and there were only so many treed cats one can rescue before getting bored. Alexander has a burning desire to help people, and now he has the chance to really do something about it. quote:Alexander FewtureMD fucked around with this message at 23:17 on Jul 2, 2014 |
# ? Jul 2, 2014 22:42 |
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PixelScum posted:For the record as far as Load guys, I go by the number + Strength score, not mod since it actually works a lot more reasonably (this makes sense because otherwise you have playbooks which start with more gear than they can carry just outright, and not even heavy stuff.) You can never erase your secret shame, Pixelscum
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# ? Jul 2, 2014 22:54 |
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Green Intern posted:You can never erase your secret shame, Pixelscum I will end you. Also, if anyone's wondering I'll be tying your back stories into the opening post of the actual thread and I don't intend to follow the 'only one of any given playbook allowed' rule DW has, mostly because IW isn't a game where that matters all that much and because two given characters of the same playbook can be completely different rather easily.
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# ? Jul 3, 2014 18:34 |
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aquila's backstory is that she was an urchin who was good at fight and then she became a gladiator and she's a really nice (little starry-eyed, really) person who didn't mind temporarily maiming people in the ring and then the emperor hosed up the cosmic bargaining he was doing to take over the world and goodbye world aquila's not really into this whole actually murdering people thing; not really a personality flaw, but it's hell on her supply of healing stuff.
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# ? Jul 3, 2014 18:39 |
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Comstock Vance Comstock and his crew arrived on Scolus when they were chasing a merchant vessel that was desperately trying to reach the safety of the port. Just as they were close enough to grapple onto it the sky turned black as far as the eye could see and indigo lightning streaking across it with no clouds to be seen. Quickly visibility shrunk so as to obscure anything more than twenty feet either side of the ship and then all light vanished and not even a match could be seen held a few inches from a person's nose. The next thing they knew they were somewhere completely different and the ship listing heavily to the starboard side, after checking that all above deck were accounted for Comstock went below deck to investigate what was causing the severe lean. When he got there he found that most of the cargo they had been carrying had vanished and what was left had shifted to one side causing the ship's imbalance, poking his head above deck he ordered the crew to redistribute the cargo so that the ship would be on an even keel once more. As the days past the crew settled back into their old routine of intercepting merchant vessels, making off with their goods and selling them on for a profit. The crew also grew and shrunk as time passed with some retiring in the various ports they tied up in and new blood joining them for their own reasons. pre:Comstock Vance Level 1 Captain Eye patch, Replaced Hand, Lean Body, Patched Together Outfit STR 15 (+1) DEX 13 (+1) CON 12 (+0) INT 8 (-1) WIS 16 (+2) CHA 9 (+1) Damage d6 Armor 0 HP 18/18 Drive: Responsibility and Respect Put yourself at risk to protect your ship or your crew. Background: Pirate Your ship is renowned as a terror of the skies. You never need to make the Outstanding Warrants move - local officials are too terrified of you to try anything, and everyone has already heard of you and your deeds. Sail the Skies You have an airship with a capable crew, able to sail the skies to anywhere you care to go. Your ship has a Control of +0, 3 Stress points, and cannons (2d6 damage or 1 Stress, near, far). Your ship follows all the same rules that regular vehicles do. When your ship is entirely destroyed and you need a new one, you can get a new one by spending 2-Trade. When a player or crewman needs to make a roll using the ship, roll + Control in place of any stat you would normally roll for the move. For example, a player firing the cannons would use the Volley move and roll +Control instead of +DEX. When a player with a Wisdom of 16 or higher rolls +Control, they take +1. When anyone deals damage with the cannons, they deal the cannon's damage instead of their damage. Choose two of the following enhancements for your ship: Agile: Increase your Control by +1. Combat Ready: Your cannons deal +1d6 damage. Captain's Share When you spend some downtime in a populated area meeting with local merchants and nobles, gain 1-Trade. You can spend 1-Trade in any populated area except the one you got it from to gain one of the following benefits: Make the Carouse move, and take +CHA to the roll. Fully supply your ship. Unmark all Stress, gain 3-ammo for the cannons, and gain a few months' worth of rations for the crew. Try to sell it - you get an offer for 3d6x10 coin. You may take or decline the offer, but if you decline, you won't get a better offer in this area. Chart the Course (WIS) When you plan a route, roll +WIS. On a 10+, hold 3 Map. On a 7-9, hold 2 Map. On a 6-, hold 1 Map, but when you spend it the GM will add a complication. When you make it through, lose all held Map. You can spend one Map at any time to choose one: Reveal a shortcut or detour. Point out a safe spot, either to rest at, hide in, or travel through. Spout Lore about an expected hazard as if you rolled a 10+. Gear (8/22) Dungeon rations (15 uses, 3 weight) Captain's Leathers (1 armor, 1 weight) Airship 5 cannon ammo An officer's rapier (close, precise, 1 weight) Flintlock pistol (reach, near, +1 damage, reload, 1 weight) with ammo bag (3 ammo, 1 weight) Adventuring Gear (5 uses, weight 1) 14 coin Name: The Grim Sunrise Control: +1 Cannon Damage: 3d6 Ammo: 5 Stress: ⃞ ⃞ ⃞ Map: 1 Trade: 1 Bonds
Sathzur fucked around with this message at 09:17 on Jul 6, 2014 |
# ? Jul 6, 2014 04:58 |
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Tables, dude!
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# ? Jul 6, 2014 05:02 |
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I'll be making my picks when i wake up on friday morning and then writing the OP which will have quite a bit more effort than the recruit post itself, I promise. (1500 GMT roughly. If you somehow make it before I post but after that cutoff time I won't yell at you or call you a nerd or anything.)
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# ? Jul 8, 2014 02:02 |
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Got the most recent rules for the Golem, so I've updated my sheet. Also, holy poo poo, the advanced moves are amazing.
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# ? Jul 8, 2014 04:51 |
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When the starship Euryale returned home from its shakedown cruise, there was nothing there. No ruins or debris, in fact it was as if the empire had never been. Old friends and enemies alike had never heard of them. The crew tried to investigate, but a battleship without logistical support has a very short lifespan. They made planetfall on Scolus, as such refugees will, and tried to make what lives they could. The Euryale was disassembled for parts and the survivors left with the question of whether their past was anything more than a shared hallucination. Tazaret was once a promising young navigator, now without a ship she's one more veteran looking for a job. Might as well explore the new world. quote:Tazaret Double Plus Undead fucked around with this message at 19:59 on Aug 23, 2014 |
# ? Jul 10, 2014 14:25 |
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Okay, while my internet going out, a power outage, and some computer problems over the past week or so resulted in me losing progress on my app several times (which was also rather demoralizing), I have all the mechanical aspects up there, and am working on typing out more than a mere summary of a backstory. Sorry this took so long.
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# ? Jul 11, 2014 12:56 |
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I changed my mind earlier when I was doing some pre-writing and I've opted to take Hashtags, Green Intern, Error 404, Lurks With Wolves, Mors Rattus, K Prime, FewtureMD, Double Plus Undead, Roland Jones (plot reasons for 9 instead of 7.) That being said what I'm going to do is choose Error 404 to be the "Leader." IC this means pretty much nothing and you can ignore it but OOC it means whenever there's a group decision to be made Error 404 only gets to vote in case there's a tie. Either way, fill out your bonds and I'll post the new thread. For everyone else: If I have anyone drop, you're all on my short list as a back up. PixelScum fucked around with this message at 22:14 on Jul 11, 2014 |
# ? Jul 11, 2014 20:49 |
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What a pleasant surprise to wake up to from my nap on my bus home from work. Let the bonding commence! Who wants to get in good with a metal man?
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# ? Jul 11, 2014 21:09 |
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PixelScum posted:I changed my mind earlier when I was doing some pre-writing and I've opted to take Hashtags, Green Intern, Error 404, Lurks With Wolves, Mors Rattus, K Prime, FewtureMD, Double Plus Undead, Roland Jones (plot reasons for 9 instead of 7.) Fyi, I totally recommend ignoring me.
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# ? Jul 11, 2014 21:52 |
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Just for reference, here's a shortlist of everyone's characters:
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# ? Jul 11, 2014 21:54 |
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Here's my bonds: I must show the truths of the world to The Nameless. I don't think Pyotr is as fond of the light as I am. Svetlanka knows the secret I Alexander shines so bright that they hardly need me to light the path for them.
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# ? Jul 11, 2014 21:58 |
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Bonds at present, though they may change if I have better ideas. Karash knows what I've been through better than most. To be the last...but at least he doesn't have to remember their faces. Their screams. Still, he knows that pain more than anyone else. Alexander does not know true suffering like I do. He's naive beyond belief, like a child. He won't be able to stay that way, no matter what we do to keep him alive. I saved Svetlanka DuBrovna from a great cataclysm. I felt something like - like a kinship to her? The mark on her, the stories I've heard...but still... We're different. We're very different. But there's something. I will keep Avadin Arteka safe from the horrors of the world. She's strange. Bookish. She seems to think she's apart from all this. Fine, but someone needs to keep her alive. Mors Rattus fucked around with this message at 22:43 on Jul 11, 2014 |
# ? Jul 11, 2014 22:14 |
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# ? Apr 25, 2024 23:32 |
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Oh look, I found some Bonds just laying around: I will not tolerate Svetlanka’s disrespect of my spirits! Leung seems to know more about my spirits than they really should. I owe Karash my life. I believe that Tazaret could be a worthy successor, with training.
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# ? Jul 11, 2014 22:24 |